Thread

Cloud bot answered (Bots)

Cloud bot answered // Bots

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tammy jo

Feb 14, 1999, 8:03pm
Here are exact steps for creating a cloudbot system to create clouds over
worlds.


1) Modify a blimp bot source to spawn about 50 bots in a general vacinty of
the head creator of the bots.
2) Create a cloud avatar or set of cloud avatars to provide more detailed
weather system.
3) Set the modified blimp bot source to command all the bots to do one of
the weather actions that the the cloud av. has. after x amount of minutes or
hours which ever.
4) After these steps are complete develop an algorithm for creating the
spawned bots in certain areas of a world.
E.g.: For each bot add x meters to spread distance of the bots from the head
bot, If bots are spread to thin in area of world subtract x amount of meters
from head bot. If spread is to heavy on world remove x amount of bots from
total (do not remove head bot). If not enough bots available to cover area
specified add x amount of bots needed to fill area. Also establish a
standard form for spreading bots like for each bot based on number of bots
is spreading so far away from head bot. If user count reaches x high with x
amount of bots force bots to go to less populated area or spread more by x
amount of meters.
5) Fire up the bots in a world such as AW ask AWLD about this first if they
can add the av. and try out the formula to see if it works properly make
adjustments as nessacary.


Sorry I not have source code but I am not an avid programmer.

Your Welcome,
Horizons
#288611
BuildW

edward sumerfield

Feb 15, 1999, 1:11pm
I think objects would be a better solution than avatars because you can have a
bigger variety and more of them in the world at one time. I was told that the
bot limit is specified in the Universe as opposed to the world server so it will
be hard to get it increased.

With objects you can implement all kinds of texture animation to give the
effects of cloud changes as the objects move.

From my perspective the biggest problem is how to implement "world weather". Its
not hard to create a local weather pattern with a few objects but to implement
this on a world scale means hundreds of objects over other peoples land.

I am not sure if an object created by the all powerful world owner is counted
against a citizens cell limit. That may be an issue. You could not have weather
over a very built up area because the cell limit would be exceeded. This is
where your avatar idea would be better.

Anyway, it is a very difficult problem that may not be able to be solved on a
world scale with the world and SDK systems at their current level of
development. Maybe AWLD will look into some enhancements that will allow world
features from the SDK that do not follow the traditional rules of building.

[View Quote] > Here are exact steps for creating a cloudbot system to create clouds over
> worlds.
>
> 1) Modify a blimp bot source to spawn about 50 bots in a general vacinty of
> the head creator of the bots.
> 2) Create a cloud avatar or set of cloud avatars to provide more detailed
> weather system.
> 3) Set the modified blimp bot source to command all the bots to do one of
> the weather actions that the the cloud av. has. after x amount of minutes or
> hours which ever.
> 4) After these steps are complete develop an algorithm for creating the
> spawned bots in certain areas of a world.
> E.g.: For each bot add x meters to spread distance of the bots from the head
> bot, If bots are spread to thin in area of world subtract x amount of meters
> from head bot. If spread is to heavy on world remove x amount of bots from
> total (do not remove head bot). If not enough bots available to cover area
> specified add x amount of bots needed to fill area. Also establish a
> standard form for spreading bots like for each bot based on number of bots
> is spreading so far away from head bot. If user count reaches x high with x
> amount of bots force bots to go to less populated area or spread more by x
> amount of meters.
> 5) Fire up the bots in a world such as AW ask AWLD about this first if they
> can add the av. and try out the formula to see if it works properly make
> adjustments as nessacary.
>
> Sorry I not have source code but I am not an avid programmer.
>
> Your Welcome,
> Horizons
> #288611
> BuildW

walter knupe

Feb 15, 1999, 5:36pm
Yes, it is. the cell data limit is a set limit in bytes and has a technical
reason and therefore applies to everyone :)

Walter aka faber


Edward Sumerfield schrieb in Nachricht <36C8390B.1685B663 at poboxes.com>...
>I am not sure if an object created by the all powerful world owner is
counted
>against a citizens cell limit. That may be an issue. You could not have
weather
>over a very built up area because the cell limit would be exceeded. This is
>where your avatar idea would be better.

edward sumerfield

Feb 15, 1999, 6:38pm
Yes, performance, that makes very good sense. So, based on the current features
of the world server and the SDK there is no good way to solve this "all world
weather" problem.

That doesn't stop anyone who wants to implement Tammy Jo's idea which would
work, just in a limited way. Either with avatars, currently just 3, or with
objects but limited to the owners property.

Hey, someone could build a botanical gardens or something where local weather
effects are required. Imagine walking into the Jungle room and getting rained
on. Cool.

[View Quote] > Yes, it is. the cell data limit is a set limit in bytes and has a technical
> reason and therefore applies to everyone :)
>
> Walter aka faber
>
> Edward Sumerfield schrieb in Nachricht <36C8390B.1685B663 at poboxes.com>...
> counted
> weather

rjinswand

Feb 15, 1999, 11:34pm
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[View Quote]
Actually that point aside, the all-powerful-world-owner still cannot =
encroach when a registry is in place! Only one citizen number's =
building is allowed in any given spot, no matter who that citizen is.
Therefore the only way to do weather over public building worlds is to =
make the clouds in the builder number of the person who made the =
property... this may require quickly adding and removing permissions of =
course.

Rjinswand

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EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990216T013427Z
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grover

Feb 20, 1999, 6:23pm
That, and that AW is really only set up for avatars to be constantly moving. If the objects themselves were constantly being changed, then cache overhead would grow immensly (you'd have to update every cell constantly)
and AW would have to rebuild the scene every frame, therefore getting the same speed penalty as rendering avatars in-scene.

grover

[View Quote] [View Quote]

=?iso-8859-1?q?=c6dificator?=

Feb 21, 1999, 2:27am
Perhaps the one avatar should include many clouds over a large space? I don't know the pieces-parts of avatars too well, but I don't think there are size or distance restrictions, right?
Remember the giant CY? heh heh
- Ædificator

[View Quote] > Here are exact steps for creating a cloudbot system to create clouds over
> worlds.
>
> 1) Modify a blimp bot source to spawn about 50 bots in a general vacinty of
> the head creator of the bots.
> 2) Create a cloud avatar or set of cloud avatars to provide more detailed
> weather system.
> 3) Set the modified blimp bot source to command all the bots to do one of
> the weather actions that the the cloud av. has. after x amount of minutes or
> hours which ever.
> 4) After these steps are complete develop an algorithm for creating the
> spawned bots in certain areas of a world.
> E.g.: For each bot add x meters to spread distance of the bots from the head
> bot, If bots are spread to thin in area of world subtract x amount of meters
> from head bot. If spread is to heavy on world remove x amount of bots from
> total (do not remove head bot). If not enough bots available to cover area
> specified add x amount of bots needed to fill area. Also establish a
> standard form for spreading bots like for each bot based on number of bots
> is spreading so far away from head bot. If user count reaches x high with x
> amount of bots force bots to go to less populated area or spread more by x
> amount of meters.
> 5) Fire up the bots in a world such as AW ask AWLD about this first if they
> can add the av. and try out the formula to see if it works properly make
> adjustments as nessacary.
>
> Sorry I not have source code but I am not an avid programmer.
>
> Your Welcome,
> Horizons
> #288611
> BuildW

edward sumerfield

Feb 21, 1999, 2:30pm
Your cache would only grow if there were a large number of different types of clouds. If it were designed like the modular grounds there would be a small number of objects that would product a large number of effects based
on their placement.

[View Quote] > That, and that AW is really only set up for avatars to be constantly moving. If the objects themselves were constantly being changed, then cache overhead would grow immensly (you'd have to update every cell constantly)
> and AW would have to rebuild the scene every frame, therefore getting the same speed penalty as rendering avatars in-scene.
>
> grover
>
[View Quote]

grover

Feb 21, 1999, 3:10pm
Actually, i just meant the property server cache updates... it's only be a few hundred bytes/cell, but for constantly moving clouds in many cells at once adds up to quite a bit for people on slower connections.

grover

[View Quote] > Your cache would only grow if there were a large number of different types of clouds. If it were designed like the modular grounds there would be a small number of objects that would product a large number of effects based
> on their placement.
>
[View Quote]

king viper

Feb 21, 1999, 4:45pm
even with eminant doman on?



[View Quote]
Actually that point aside, the all-powerful-world-owner still cannot
encroach when a registry is in place! Only one citizen number's building is
allowed in any given spot, no matter who that citizen is.
Therefore the only way to do weather over public building worlds is to
make the clouds in the builder number of the person who made the property...
this may require quickly adding and removing permissions of course.

Rjinswand

dean

Feb 21, 1999, 5:17pm
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<html>
Surely, Roland could do some fancy programming so that bots registered
under the world owners number could build anywhere needed.&nbsp;&nbsp;&nbsp;
Maybe, maybe not, but it is worth a suggestion.
[View Quote]

rolu

Feb 21, 1999, 6:24pm
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No need for programming there. The bot uses the privillege password of =
the world owner, so if the world owner can build everywhere, the bot =
can, too. At least in my understanding....

Rolu
[View Quote] even with eminant doman on?=20
[View Quote] Actually that point aside, the all-powerful-world-owner still =
cannot=20
encroach when a registry is in place! Only one citizen number's =
building is=20
allowed in any given spot, no matter who that citizen is.=20
Therefore the only way to do weather over public building =
worlds is to=20
make the clouds in the builder number of the person who made the =
property...=20
this may require quickly adding and removing permissions of =
course.=20

Rjinswand


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transitional//en">
<META content=3D'"MSHTML 4.72.3110.7"' name=3DGENERATOR>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT color=3D#000000 size=3D2>No need for programming there. The =
bot uses the=20
privillege password of the world owner, so if the world owner can build=20
everywhere, the bot can, too. At least in my =
understanding....</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT size=3D2>Rolu</FONT></DIV>
<BLOCKQUOTE=20
style=3D"BORDER-LEFT: #000000 solid 2px; MARGIN-LEFT: 5px; PADDING-LEFT: =
5px">
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rjinswand

Feb 22, 1999, 10:01am
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Nope, fraid not. Even with ED, in a registry world no two citizen =
numbers may overlap property! There are complicated reasons for this =
which, if I felt up to it right now, I'd boil down to their basic =
essences so everyone would understand. But I don't so I won't. :)

What you COULD do, however, is have the bot build under the citizen =
number of whoever owns the property. This gets more complicated for the =
bot code, but it is certainly possible. One additional issue is that =
the weather objects' registry sizes cannot overlap more than one =
citizens' property... another reason it would make most sense to use z =
objects for the weather and have them be 0 x and y dimensions in the =
registry.
One additional issue: I believe in this case you'd have to have the =
bot temporarily give special z object permission to the citizen under =
which the bot is building. This would only be for a few seconds at a =
time theoretically, but would be enough for a citizen who's watching or =
has an sdk application watching to build some z object stuff of his own.

Rjinswand
[View Quote] even with eminant doman on?=20
[View Quote] Actually that point aside, the all-powerful-world-owner =
still cannot=20
encroach when a registry is in place! Only one citizen =
number's building is=20
allowed in any given spot, no matter who that citizen is.=20
Therefore the only way to do weather over public building =
worlds is to=20
make the clouds in the builder number of the person who made =
the property...=20
this may require quickly adding and removing permissions of =
course.=20

Rjinswand


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<DIV><FONT color=3D#000000 size=3D2>&nbsp;&nbsp; Nope, fraid not.&nbsp; =
Even with=20
ED, in a registry world no two citizen numbers may overlap =
property!&nbsp; There=20
are complicated reasons for this which, if I felt up to it right now, =
I'd boil=20
down to their basic essences so everyone would understand.&nbsp; But I =
don't so=20
I won't.&nbsp; :)</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT size=3D2>&nbsp; What you COULD do, however, is have the bot =
build under=20
the citizen number of whoever owns the property.&nbsp; This gets more=20
complicated for the bot code, but it is certainly possible.&nbsp; One =
additional=20
issue is that the weather objects' registry sizes cannot overlap more =
than one=20
citizens' property... another reason it would make most sense to use z =
objects=20
for the weather and have them be 0 x and y dimensions in the=20
registry.</FONT></DIV>
<DIV><FONT size=3D2>&nbsp; One additional issue: I believe in this case =
you'd have=20
to have the bot temporarily give special z object permission to the =
citizen=20
under which the bot is building.&nbsp; This would only be for a few =
seconds at a=20
time theoretically, but would be enough for a citizen who's watching or =
has an=20
sdk application watching to build some z object stuff of his =
own.</FONT></DIV>
<DIV><FONT size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>&nbsp;&nbsp;&nbsp;=20
<STRONG><EM>Rjinswand</EM></STRONG></FONT></DIV>
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andras sarkozy

Feb 22, 1999, 10:01am
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If the registry is in place - even the world owner can't ADD NEW objects to anyone's property:(
Andras


[View Quote] > No need for programming there. The bot uses the privillege password of the world owner, so if the world owner can build everywhere, the bot can, too. At least in my understanding.... Rolu
>
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If the registry is in place - even the world owner can't ADD NEW objects
to anyone's property:(
<br>Andras
<br>&nbsp;
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andras sarkozy

Feb 22, 1999, 10:03am
The "avatar" concept has a significant fallback - avatars are rendered out of scene! Of course it will make them render faster - but thye will be shonw through the walls too :(
Andras

[View Quote] > Perhaps the one avatar should include many clouds over a large space? I don't know the pieces-parts of avatars too well, but I don't think there are size or distance restrictions, right?
> Remember the giant CY? heh heh
> - Ædificator
>
[View Quote]

tammy jo

Feb 23, 1999, 10:08am
[View Quote] grover

It would not add up much if the objects were created on the
spot and 1x1, it would be more on the first time someone enters
the world but after they have the data it will just fly but
avatars are better for this

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